Match 2.10 : Krukk's Fighting Band vs Harvesters of Khorne - Warhammer 40K Fantasy
 

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  1. #1
    The Future realitycheque's Avatar
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    Match 2.10 : Krukk's Fighting Band vs Harvesters of Khorne

    Mission: Annihilation
    Deployment: Spearhead
    Map: https://picasaweb.google.com/lh/phot...eat=directlink

    Krukk's Fighting Band deploy in the top left corner and go first.

    Krukk's Fighting Band
    List
    "Krukk Ogrith" Big Mek w/ Kustom Force Field
    "Urska Ogrith" Big Mek w/ Kustom Force Field
    (All Boyz mobs named by his greatness, most inteligent, highest highness, Krukk Ogrith)
    "Krukk's Mob" 29 Ork Boyz + Nob w/ Power Klaw
    "Urska's Mob" 29 Ork Boyz + Nob w/ Power Klaw
    "Red Ratchets" 29 Ork Boyz + Nob w/ Power Klaw
    "Silver Skullfaces" 29 Ork Boyz + Nob w/ Power Klaw
    "Da Ripperz!" 3 Killa Kans w/ big shootas
    "Da Stranglerz!" 3 Killa Kans w/ Big shootas
    "Da Stompas!" 3 Killa Kans w/ Big shootas
    "'Umie Killa" Deff Dread w/ 2 additional close combat weapons (Troops choice by Krukk Ogrith)
    "Smashie" Deff Dread w/ 2 additional close combat weapons (Troops choice by Urska Ogrith)
    "Moresnek's Destroyers" 9 Nobs w/ Moresnek Uglyface (Painboy), 6 Power Klaws, Grot orderly for Moresnek, Bosspole

    Deployment
    Once again Kans in the front giving a 4+ to squads behind. Nobs in the middle to instigate counter charges. Boy squads will be bunched all up (Because of no blast templates Yaaaaaay! ) behind Kans with the fields giving a 4+ to the Kans. The two Deff Dreads will be in-between the squads to counter charge. All units are as far forward as possible.

    Tactics
    Well I gotta corner these raiders by sweeping across the board, making sure to keep him in his table corner. I will rely on numbers to give away as few KP as possible while moving in. The people inside the raiders are not a problem as my nob squad can easily knock out termies outside of transports. As it is not objectives I don’t have to hold back any squads and they will all be running up to the transports (This includes Kans as a shoota wont be doing anything to a raider). So to sum it all up: Get in close, pop raiders with assaults, countercharge any challengers, run the remaining ork’s away if they don’t have sufficient numbers to survive an assault. I figure as soon as I get to his line it’ll be over for his transports, as I have 9 Kans and 2 Dreads that can kill a raider on the charge. Plus the nob squad can deal some damage with 18 S9 attacks on the charge.

    Harvesters of Khorne
    List
    Kharn the Betrayer
    "The Doombringers" 5 terminators, mark of khorne, 4 with combi-meltas, 1 champion with chainfist and heavy flamer: 230
    "Rancid Apathy" Land Raider Designated Transport, daemonic possession
    "The Scorned" 5 terminators, mark of khorne, 4 champions with dual lightning claws, 1 regular terminator with chainfist and heavy flamer
    "Cacophonous Tranquility" Land Raider Designated Transport, daemonic possession
    "The Reapers" 8 berzerkers, skull champion with fist
    "The Unrepentent" 7 berzerkers
    "Dulled Transcendence" Land Raider w/ daemonic posession
    "Furious Absolution" Land Raider w/ daemonic posession

    Deployment
    Deploy all land raiders on the large hill. From left to right, the raiders will contain the Khorne Lightning Claw Champions, Kharn + 7 berzerers, the berzerker squad with the fist, and the melta terminators

    Tactics
    Use the mission and deployment type against him. The land raiders are not easy kill points for orks. His kan-wall list hurts here- if he deploys behind his kans and dreads, his army's advance is slowed by every low run dice from the walkers, every stunned/immobilized result, and the sheer amount of orks moving through terrain and tripping over themselves. More importantly, it also exposes his easiest kill points to my fire. For the first couple turns, the Land raiders rain lascannon fire against the easily penetrated walkers, first going for the deff dreads for the easiest kill points, then the killa kans. Third turn, the leftmost three land raiders head full tilt down the hill and west, near or behind the impassable terrain, to assure that he cant attack with the full brunt of his forces. If anything is in range, the troops disembark and combined assault. The land raider with the melta terminators charges at the remaining kans, the terminators disembark, shoot, then assault with their 5 attack chainfist. The cluster of berzerkers and lightning claw terminators continues trying take on one unit at a time to minimize casualties, as the land raiders move 12 inches a turn and attempt to tank shock units. Blood for the Blood God!


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    If no tactics have been submitted, please assume average skill level for that player.

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  3. #2
    Member Thommi's Avatar
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    Orks
    If I'm reading this correctly there are only 16 marines. With so many orks they will walk across the field and eventually get to combat without their numbers too greatly diminished. They should just mostly lose there walkers. Once they make it they should have than enough power claws to deal with the land raiders. Not to mention any walkers that make it too.
    Lets rage!

  4. #3
    Member Kerrai's Avatar
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    Harvesters of Khorne

    3 hard to take out land raiders that can probably score some easy kill points on the way. After that they can focus their power to take down the orks.
    Orks are many, but chaos has their skulls to pick

  5. #4
    jy2
    jy2 is offline
    Hive Fleet Pandora jy2's Avatar
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    Quote Originally Posted by realitycheque View Post
    Tactics
    Use the mission and deployment type against him. The land raiders are not easy kill points for orks. His kan-wall list hurts here- if he deploys behind his kans and dreads, his army's advance is slowed by every low run dice from the walkers, every stunned/immobilized result, and the sheer amount of orks moving through terrain and tripping over themselves.
    Just so that the CSM player is aware. Orks can and will go around the Deff Dreads. For the kans, there is no "stunned/immobilised". Stunned results are reduced to shaken and immobilised results upgraded to wreck in a walker squadron....at least until it's only 1 walker left.....and then the orks can just go around that. Honestly, they don't need and don't care about cover against CSM shooting (or rather, lack of shooting). In short, the dreads won't slow them down.

    Orks win due to lack of anti-infantry on the CSM army. Khorne berserkers won't wipe out a mob squad unless both units charge the squad. Then they will get wiped out by the ork counter-assault. Nobs, with 6 PK's in their unit, will wreck the land raiders.
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  6. #5
    RAWR! KROXIGOR!! kroxigor01's Avatar
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    I figure as soon as I get to his line it’ll be over for his transports
    This is just misinformation. S9/10 hitting on 6s is NOT sure to dent AV14. Infact I would back the Red tin-cans over the Green ones.

    How do Orks beat 4 Landraiders? Answer: they don't.

    Lascannons kill Walkers till the Walkers get in Assault range, then the raiders go at full speed and wait out the rest of the game. CSM.

  7. #6
    jy2
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    Quote Originally Posted by kroxigor01 View Post
    How do Orks beat 4 Landraiders? Answer: they don't.
    Except that orks have a nob unit with 6 Power Klaws and 9 killa kans. Assuming CSM targets the Deff Dreads for the easier kill points, the kans should make it to CSM line basically intact.

    On the charge, that's 24 S9 attacks and 27 S10 attacks! Death by volume of S9/S10 attacks to the LR's.
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  8. #7
    (Un)Official LO Map Maker Cannibal God's Avatar
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    Green tide? Hells yeah!! ORKS!. A whole lot of power klaws, mek shield generators and deff dreads against a massively outnumbered CSM army. The kans are easy killpoints but once the orks reach the chaos line the tide will turn.
    If someone helps you, rep them.
    In a votewar you don't vote on a single match, you vote on the entire round. Got that?

  9. #8
    RAWR! KROXIGOR!! kroxigor01's Avatar
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    Quote Originally Posted by jy2 View Post
    Except that orks have a nob unit with 6 Power Klaws and 9 killa kans. Assuming CSM targets the Deff Dreads for the easier kill points, the kans should make it to CSM line basically intact.

    On the charge, that's 24 S9 attacks and 27 S10 attacks! Death by volume of S9/S10 attacks to the LR's.
    They will not all reach combat (either by getting shot, stumbling run/terrain moves or by being avoided). And even in the best case scenario (all charging unscathed) they will get about 9 hits = 2 penetrations, 4 glances (or so). Great you killed a raided, and ate the squad inside. Opps its turn 6 and the game finished, Orks lose ~3 KPs to 2.
    Last edited by kroxigor01; March 27th, 2011 at 03:52.

  10. #9
    Son of LO ericismyname's Avatar
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    Im confused, if you want to run LR spam why are you not playing loyalist?

    Anyway, while the CSM wont be beating all dem orks in combat, those orks are not going to kill 4 land raiders. I would doubt if they killed 2 land raiders.
    Last edited by ericismyname; March 27th, 2011 at 10:04.
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    Grey knights - 1000 Points

  11. #10
    Son of LO ericismyname's Avatar
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    double
    Last edited by ericismyname; March 27th, 2011 at 10:06.
    Eldar -APOC- 6500 Points
    Chaos Daemons -Fate Crusher- 3500 Points
    Grey knights - 1000 Points

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